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// vim:ft=doxygen
namespace crepe {
/**

\defgroup feature_savemgr Save data
\ingroup feature
\brief Functions to persistently store and retrieve arbitrary values

The SaveManager may be used to persistently store game state such as player
progress, statistics, achievements, etc. It works like a key-value store, where
the key is a string and the value is an arbitrary type.

SaveManager implements the following:

- Storage and retrieval of primitive types and strings.
- Automatic initialization of the database using default values.
- The underlying database format is journaled, which reduces the likelihood of
	players losing save data when an unexpected crash occurs while the SaveManager
	is writing to disk.

\see SaveManager

\par Example

The SaveManager instance reference may be retrieved by calling \c
get_save_manager(). This function is available---

- Within (derivatives of) Script

- \todo Within (derivatives of) Scene

- \todo As a public member function of LoopManager

```cpp
// Retrieve save manager
crepe::SaveManager & save_manager = get_save_manager();
```

SaveManager may be used *explicitly*, using the \ref SaveManager::set "set()",
\ref SaveManager::get "get()" and  \ref SaveManager::has "has()" methods:
```cpp
// Check if the key "foo" exists, and initialize it to 3 if it doesn't
if (!save_manager.has("foo"))
	save_manager.set<int>("foo", 3);
// Get value of key "foo"
int foo = save_manager.get<int>("foo");

// ~~~ arbitrary game code ~~~
foo += 10;
// ~~~ arbitrary game code ~~~

// Save "foo" back to database
save_manager.set<int>("foo", foo);
```

Alternatively, SaveManager::get may be called with a default value as second
parameter. This changes its return type to ValueBroker, which acts as a
read/write handle to the specific key requested, and remembers the key and its
value type for you:
```cpp
// Get a read/write handle to the value stored in key "foo", and initialize it
// to 3 if it doesn't exist yet
ValueBroker foo_handle = save_manager.get<int>("foo", 3);
int foo = foo_handle.get();

// ~~~ arbitrary game code ~~~
foo += 10;
// ~~~ arbitrary game code ~~~

// Save back to database
foo_handle.set(foo);
```

To further simplify game code, the return value of SaveManager::get may be
implicitly cast to Proxy instead of ValueBroker. This allows the database value
to be used as if it were a regular variable. This usage is detailed separately
in \"\ref feature_proxy\".

*/
}